Difference between revisions of "List of official tips"
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*As a Scout, the Sandman's stun ball will render the target immobile if hit at maximum range. | *As a Scout, the Sandman's stun ball will render the target immobile if hit at maximum range. | ||
*As a Scout, remember that the Sandman's stun ball doesn't stun at close range but still does slight damage to the target. | *As a Scout, remember that the Sandman's stun ball doesn't stun at close range but still does slight damage to the target. | ||
− | *As a Scout, use the [[Bonk! Energy Drink]] to distract a [[ | + | *As a Scout, use the [[Bonk! Energy Drink]] to distract a [[Sentry Gun]] and allow other teammates to destroy it. |
− | *As a Scout, use the Bonk! Energy Drink to avoid | + | *As a Scout, use the Bonk! Energy Drink to avoid Sentry Guns and other damage. |
== [[Soldier]] == | == [[Soldier]] == | ||
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*As a Pyro, your flame thrower can ignite enemy [[Spy|Spies]] disguised as your team. [[Spy-checking|Spy check]] teammates that act suspicious! | *As a Pyro, your flame thrower can ignite enemy [[Spy|Spies]] disguised as your team. [[Spy-checking|Spy check]] teammates that act suspicious! | ||
*As a Pyro, utilize the bonus damage on the [[Axtinguisher]] by igniting your foes. | *As a Pyro, utilize the bonus damage on the [[Axtinguisher]] by igniting your foes. | ||
− | *As a Pyro, help protect an Engineer's | + | *As a Pyro, help protect an Engineer's Sentry Guns by pushing away sticky bombs and checking for Spies. |
*As a Pyro, you can neutralize an [[ÜberCharge]] by pushing the Medic or his heal target out of range of each other using the Flame Thrower's [[compression blast]] with MOUSE2! | *As a Pyro, you can neutralize an [[ÜberCharge]] by pushing the Medic or his heal target out of range of each other using the Flame Thrower's [[compression blast]] with MOUSE2! | ||
*As a Pyro, push enemies out of your way using the flame thrower's compression blast with MOUSE2. | *As a Pyro, push enemies out of your way using the flame thrower's compression blast with MOUSE2. | ||
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*As a Pyro, you do not ignite from fire. Use your Shotgun or [[Fire Axe]] against enemy Pyros to counter this. | *As a Pyro, you do not ignite from fire. Use your Shotgun or [[Fire Axe]] against enemy Pyros to counter this. | ||
*As a Pyro, the [[Backburner]] is more useful for ambushing the enemy as it gets bonus damage when attacking from behind! | *As a Pyro, the [[Backburner]] is more useful for ambushing the enemy as it gets bonus damage when attacking from behind! | ||
− | *As a Pyro, the [[Flare Gun]] can do [[Critical#Mini-Crits|Mini-Crits]] if fired at enemies who are already burning if hit at medium to long range. (Incorrect, it does | + | *As a Pyro, the [[Flare Gun]] can do [[Critical#Mini-Crits|Mini-Crits]] if fired at enemies who are already burning if hit at medium to long range. (Incorrect, it does Crits) |
*As a Pyro, your flame thrower or Flare Gun will not work underwater. | *As a Pyro, your flame thrower or Flare Gun will not work underwater. | ||
*As a Pyro, hit MOUSE2 with your default flame thrower to let out a blast of compressed air. Use it to reflect incoming projectiles, put out burning teammates, and push enemies back! | *As a Pyro, hit MOUSE2 with your default flame thrower to let out a blast of compressed air. Use it to reflect incoming projectiles, put out burning teammates, and push enemies back! | ||
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*As a Demoman, hit MOUSE1 to fire [[sticky bombs]] and then use MOUSE2 to detonate them later. | *As a Demoman, hit MOUSE1 to fire [[sticky bombs]] and then use MOUSE2 to detonate them later. | ||
*As a Demoman, the longer you hold down the fire button, the farther the shot will go. | *As a Demoman, the longer you hold down the fire button, the farther the shot will go. | ||
− | *As a Demoman, set off sticky bombs beneath your feet to [[ | + | *As a Demoman, set off sticky bombs beneath your feet to [[Rocket jump#Basics|pipe bomb]] jump up to great heights. |
*As a Demoman, shoot sticky bombs onto walls and ceilings where they're hard to spot. | *As a Demoman, shoot sticky bombs onto walls and ceilings where they're hard to spot. | ||
*As a Demoman, detonate sticky bombs at any time regardless of which weapon you're currently using. | *As a Demoman, detonate sticky bombs at any time regardless of which weapon you're currently using. | ||
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*As a Demoman, the [[Scottish Resistance]] is great for defense. Place multiple sticky bomb groups to defend a lot of territory. Your sticky bombs also destroy enemy sticky bombs! | *As a Demoman, the [[Scottish Resistance]] is great for defense. Place multiple sticky bomb groups to defend a lot of territory. Your sticky bombs also destroy enemy sticky bombs! | ||
*As a Demoman with the Scottish Resistance, keep a line of sight to your sticky bombs so you can detonate them when needed. | *As a Demoman with the Scottish Resistance, keep a line of sight to your sticky bombs so you can detonate them when needed. | ||
− | *As a Demoman, the [[Chargin' Targe]]'s explosive and fire damage resistance in addition to its charge ability compliment the [[Eyelander]]'s lower max health and inability to cause random | + | *As a Demoman, the [[Chargin' Targe]]'s explosive and fire damage resistance in addition to its charge ability compliment the [[Eyelander]]'s lower max health and inability to cause random Critical hits. |
− | *As a Demoman, the Chargin' Targe's charge ability doesn't grant a | + | *As a Demoman, the Chargin' Targe's charge ability doesn't grant a Critical hit until near the end of the charge. Your weapon will glow when the time is right! |
*As a Demoman with the Chargin' Targe, you can't change direction during a charge. Try to line charges up with where an enemy will be rather than where an enemy is. | *As a Demoman with the Chargin' Targe, you can't change direction during a charge. Try to line charges up with where an enemy will be rather than where an enemy is. | ||
*As a Demoman, the Chargin' Targe's charge ability is also perfect for quick getaways! | *As a Demoman, the Chargin' Targe's charge ability is also perfect for quick getaways! | ||
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== [[Engineer]] == | == [[Engineer]] == | ||
[[File:Engineer.png|right|250px]] | [[File:Engineer.png|right|250px]] | ||
− | *As an Engineer, use the [[build tool]] to place | + | *As an Engineer, use the [[build tool]] to place Sentry Guns, Dispensers, and Teleporters. |
*As an Engineer, you need [[metal]] to build, repair, and upgrade your buildings. Collect fallen weapons to get more metal. | *As an Engineer, you need [[metal]] to build, repair, and upgrade your buildings. Collect fallen weapons to get more metal. | ||
*As an Engineer, hit your [[Sentry Gun]] with your Wrench to upgrade it with metal. Each level adds more health and firepower. | *As an Engineer, hit your [[Sentry Gun]] with your Wrench to upgrade it with metal. Each level adds more health and firepower. | ||
− | *As an Engineer, build [[ | + | *As an Engineer, build [[Dispensers]] to provide your teammates with health and ammo. They also generate metal for you to use. |
− | *As an Engineer, build [[ | + | *As an Engineer, build [[Teleporters]] to help your team reach the front line faster. |
− | *As an Engineer, keep an eye out for enemy [[Spies]] attaching [[ | + | *As an Engineer, keep an eye out for enemy [[Spies]] attaching [[Sappers]] to your buildings. Use your Wrench to remove Sappers. |
*As an Engineer, help your fellow Engineers! Your Wrench can [[Buildings|upgrade]] or [[Buildings|repair]] their buildings. | *As an Engineer, help your fellow Engineers! Your Wrench can [[Buildings|upgrade]] or [[Buildings|repair]] their buildings. | ||
*As an Engineer, hit your buildings with your Wrench while they are constructing to make them build faster. | *As an Engineer, hit your buildings with your Wrench while they are constructing to make them build faster. | ||
*As an Engineer, it can be useful to move your buildings forward with your team. | *As an Engineer, it can be useful to move your buildings forward with your team. | ||
− | *As an Engineer, remember to upgrade your buildings. Level 3 | + | *As an Engineer, remember to upgrade your buildings. Level 3 Teleporters recharge much faster allowing your team to keep the pressure on. |
*As an Engineer, hit either the entrance or the exit of your Teleporter with your Wrench to repair and upgrade both sides. | *As an Engineer, hit either the entrance or the exit of your Teleporter with your Wrench to repair and upgrade both sides. | ||
− | *As an Engineer, hit MOUSE2 to rotate building blueprints before you hit MOUSE1 to build. Use this to face | + | *As an Engineer, hit MOUSE2 to rotate building blueprints before you hit MOUSE1 to build. Use this to face Teleporters away from walls. |
*As an Engineer, you can do more than just maintain your buildings. Use your [[Shotgun]] and your [[Pistol]] to assist in fights and to defend. | *As an Engineer, you can do more than just maintain your buildings. Use your [[Shotgun]] and your [[Pistol]] to assist in fights and to defend. | ||
− | *As an Engineer, | + | *As an Engineer, Sentry Guns aren't restricted to just defensive measures. Deploy them quickly in hidden locations to aid in an offensive push. |
*As an Engineer, remember that disguised Spies can take your Teleporter. Try not to stand on top of your Teleporter exit. | *As an Engineer, remember that disguised Spies can take your Teleporter. Try not to stand on top of your Teleporter exit. | ||
*As an Engineer, check for Spies with your weapons if someone suspicious approaches. | *As an Engineer, check for Spies with your weapons if someone suspicious approaches. | ||
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*As a Medic, your [[Bonesaw]] swings 20% faster than the Übersaw. Use the Bonesaw in defensive situations where ÜberCharge isn't as important. | *As a Medic, your [[Bonesaw]] swings 20% faster than the Übersaw. Use the Bonesaw in defensive situations where ÜberCharge isn't as important. | ||
*As a Medic, remember that syringes travel in arcs. Aim higher than your intended target to land successful hits. | *As a Medic, remember that syringes travel in arcs. Aim higher than your intended target to land successful hits. | ||
− | *As a Medic, remember that | + | *As a Medic, remember that Critical hits have no effect on Sentry Guns. Use the [[Kritzkrieg]] in areas full of players instead. |
*As a Medic, the Übersaw will still gain you ÜberCharge if the enemy being hit is a Scout phasing with Bonk! Atomic Punch. | *As a Medic, the Übersaw will still gain you ÜberCharge if the enemy being hit is a Scout phasing with Bonk! Atomic Punch. | ||
*As a Medic, using ÜberCharge to be invulnerable to damage does not mean you are free from harm. Watch out for Pyro air blasts and explosive knock back. | *As a Medic, using ÜberCharge to be invulnerable to damage does not mean you are free from harm. Watch out for Pyro air blasts and explosive knock back. | ||
− | *As a Medic, when attacking with an ÜberCharge try to get as close to | + | *As a Medic, when attacking with an ÜberCharge try to get as close to Sentry Guns as possible so your teammates can get close enough to destroy them. |
*As a Medic, your default Syringe Gun automatically heals you over time by 3 health per second compared to the [[Blutsauger]]'s 1 health per second. | *As a Medic, your default Syringe Gun automatically heals you over time by 3 health per second compared to the [[Blutsauger]]'s 1 health per second. | ||
− | *As a Medic, the | + | *As a Medic, the Übersaw will not gain you ÜberCharge if the enemy being hit is a disguised Spy. |
*As a Medic, the Kritzkrieg's taunt heals 10 health. Use it when there are no health kits or other Medics nearby. | *As a Medic, the Kritzkrieg's taunt heals 10 health. Use it when there are no health kits or other Medics nearby. | ||
*As a Medic, pay attention to other Medics on your team. Keeping multiple Medics alive will help keep the rest of the team alive too. | *As a Medic, pay attention to other Medics on your team. Keeping multiple Medics alive will help keep the rest of the team alive too. | ||
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*As a Sniper, use your secondary Submachine Gun to deal with nearby enemies. | *As a Sniper, use your secondary Submachine Gun to deal with nearby enemies. | ||
*As a Sniper, your shot will miss if the [[Huntsman]] is pulled back longer than 5 seconds. Reset it by hitting MOUSE2. | *As a Sniper, your shot will miss if the [[Huntsman]] is pulled back longer than 5 seconds. Reset it by hitting MOUSE2. | ||
− | *As a Sniper, [[Jarate]] can reveal hidden Spies. Be wary, as Spies using the [[Dead Ringer]] won't be visible if they | + | *As a Sniper, [[Jarate]] can reveal hidden Spies. Be wary, as Spies using the [[Dead Ringer]] won't be visible if they Cloak after being soaked. |
*As a Sniper, the [[Razorback]] breaks after being stabbed. Grab a new one from a resupply locker. | *As a Sniper, the [[Razorback]] breaks after being stabbed. Grab a new one from a resupply locker. | ||
*As a Sniper, Your Razorback emits a loud electric sound when a Spy attempts to [[backstab]] you. Listen for it! | *As a Sniper, Your Razorback emits a loud electric sound when a Spy attempts to [[backstab]] you. Listen for it! | ||
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*As a Spy, use your [[Knife]] to [[backstab]] enemies from behind, killing them instantly. | *As a Spy, use your [[Knife]] to [[backstab]] enemies from behind, killing them instantly. | ||
*As a Spy, [[disguise]] yourself as an enemy with your [[Disguise Kit]]. Beware, attacking will remove your disguise. | *As a Spy, [[disguise]] yourself as an enemy with your [[Disguise Kit]]. Beware, attacking will remove your disguise. | ||
− | *As a Spy, hit MOUSE2 to [[ | + | *As a Spy, hit MOUSE2 to [[Cloak]] and become fully invisible for a short period of time. |
− | *As a Spy, use your | + | *As a Spy, use your Cloak to get behind enemy lines, and your disguise to move around amongst them. |
*As a Spy, try to act like an enemy while disguised. Observe where enemy team members are, and disguise as one of them. | *As a Spy, try to act like an enemy while disguised. Observe where enemy team members are, and disguise as one of them. | ||
− | *As a Spy, place your [[ | + | *As a Spy, place your [[Electro Sapper]]s on enemy Sentry Guns to destroy them. Disguises aren't lost when placing Sappers. |
− | *As a Spy, your electro | + | *As a Spy, your electro Sappers disable Sentry Guns before destroying them. Sap a [[Sentry Gun]] before attacking the Engineer. |
*As a Spy, call for enemy Medics by hitting E while disguised. | *As a Spy, call for enemy Medics by hitting E while disguised. | ||
*As a Spy, be careful when using voice commands while disguised. The enemy team will see them said in the text chat by whoever you're disguised as. | *As a Spy, be careful when using voice commands while disguised. The enemy team will see them said in the text chat by whoever you're disguised as. | ||
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*As a Spy, try not to be hit by flames when arming the [[Dead Ringer]], or else the flames may hit you again and reveal your location. | *As a Spy, try not to be hit by flames when arming the [[Dead Ringer]], or else the flames may hit you again and reveal your location. | ||
*As a Spy while cloaked with the Dead Ringer, your silhouette won't appear when colliding with enemies. | *As a Spy while cloaked with the Dead Ringer, your silhouette won't appear when colliding with enemies. | ||
− | *As a Spy, the [[Cloak and Dagger]] can regenerate | + | *As a Spy, the [[Cloak and Dagger]] can regenerate Cloak while moving around so long as you are uncloaked when doing so. |
− | *As a Spy, pick up ammo and fallen weapons to recharge | + | *As a Spy, pick up ammo and fallen weapons to recharge Cloak when using your invis watch or the Dead Ringer. |
*As a Spy, the Cloak and Dagger will only drain if you are moving. Stand still or uncloak to regain lost charge. | *As a Spy, the Cloak and Dagger will only drain if you are moving. Stand still or uncloak to regain lost charge. | ||
*As a Spy, your silhouette can be seen if you move around while cloaked with the [[Cloak and Dagger]] for too long. Find a safe spot to sit and recharge. | *As a Spy, your silhouette can be seen if you move around while cloaked with the [[Cloak and Dagger]] for too long. Find a safe spot to sit and recharge. | ||
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*As a Spy, hit B while already disguised to change what weapon your disguise is holding. | *As a Spy, hit B while already disguised to change what weapon your disguise is holding. | ||
*As a Spy, hit B to automatically disguise as the last disguise you previously had. | *As a Spy, hit B to automatically disguise as the last disguise you previously had. | ||
− | *As a Spy, you can take enemy [[ | + | *As a Spy, you can take enemy [[Teleporters]] while disguised. Surprise! |
*As a Spy, bumping into enemies while cloaked makes you slightly visible to everyone. | *As a Spy, bumping into enemies while cloaked makes you slightly visible to everyone. | ||
*As a Spy, if you're set on fire while cloaked, the enemy can see you and you cannot recloak! | *As a Spy, if you're set on fire while cloaked, the enemy can see you and you cannot recloak! | ||
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*As a Spy, The [[Dead Ringer]] makes you take significantly less damage from all attacks while you are invisible. | *As a Spy, The [[Dead Ringer]] makes you take significantly less damage from all attacks while you are invisible. | ||
*As a Spy, avoid taking fall damage; it will give away your location! | *As a Spy, avoid taking fall damage; it will give away your location! | ||
− | *As a Spy, your | + | *As a Spy, your Sappers sap both ends of a Teleporter. Try sapping the end the Engineer isn't at. |
*As a Spy, your Dead Ringer can fake a death. Try to use it when you're weak, or else it will be wasted or too obvious. | *As a Spy, your Dead Ringer can fake a death. Try to use it when you're weak, or else it will be wasted or too obvious. | ||
*As a Spy, reloading your [[Revolver]] will mimic the reload action of your current disguise. | *As a Spy, reloading your [[Revolver]] will mimic the reload action of your current disguise. | ||
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*No single class is most important in Arena, focus on countering the other team's entire composition. | *No single class is most important in Arena, focus on countering the other team's entire composition. | ||
*You can change your class at the start of an Arena match before the gates open. | *You can change your class at the start of an Arena match before the gates open. | ||
− | *As an Engineer, make sure you’re building [[ | + | *As an Engineer, make sure you’re building [[Dispensers]] to heal your teammates. |
[[Category:Strategy]] | [[Category:Strategy]] | ||
{{Languages}} | {{Languages}} |
Revision as of 17:17, 12 August 2010
Tips are official suggestions that appear on the screen as you connect to a server. Below is a list of all currently viewable tips.
NOTE: All keys shown are the default keys and may be different for your configuration.
Scout
- As a Scout, jump again in mid-air to change direction, and avoid enemy fire.
- As a Scout, you capture control points twice as fast as other classes.
- As a Scout, you're most effective when you stay moving and use your speed to your advantage.
- As a Scout, your Scattergun is lethal at point blank range.
- As a Scout, your Pistol is great for picking off enemies at a distance.
- As a Scout, your Scattergun can kill most classes with two hits.
- As a Scout, you can use the Force-A-Nature to give yourself an extra boost up while jumping.
- As a Scout, you are most dangerous when you attack from the side or behind. Use alternate routes to flank the enemy.
- As a Scout, use your Sandman's alt-fire to stun an enemy.
- As a Scout, your Bat provides 15 extra health compared to the Sandman. Use your Bat if survival is a top priority.
- As a Scout, the Force-A-Nature causes enemies at close range to be knocked back.
- As a Scout, the Sandman's stun ball will stun longer the further it flies.
- As a Scout, the Sandman's stun ball will render the target immobile if hit at maximum range.
- As a Scout, remember that the Sandman's stun ball doesn't stun at close range but still does slight damage to the target.
- As a Scout, use the Bonk! Energy Drink to distract a Sentry Gun and allow other teammates to destroy it.
- As a Scout, use the Bonk! Energy Drink to avoid Sentry Guns and other damage.
Soldier
- As a Soldier, you can rocket jump to great heights by simultaneously jumping and firing a rocket at the ground.
- As a Soldier, aim rockets at enemies feet to ensure they can't avoid the explosion damage.
- As a Soldier, make sure you keep your Rocket Launcher loaded. Hit reload to reload it at any time.
- Hit E to call for a Medic if you get hurt. Nearby Medics will be notified of your need.
- Damaging yourself during Setup time does not increase your Medic's ÜberCharge rate.
- As a Soldier, a crouch-jump will increase your rocket jump height!
- As a Soldier, switch to Shotgun for enemies at extremely close range to avoid damaging yourself.
- As a Soldier, if you're paired with a Medic take advantage of safe opportunities to damage yourself to build ÜberCharge faster!
- As a Soldier, you can use your rockets to pop enemies into the air.
- As a Soldier, your Shotgun can be useful in combat if you need to reload your Rocket Launcher.
- As a Soldier, angle your rockets slightly behind you to propel yourself forward faster!
- As a Soldier, the Direct Hit rockets have a very small blast radius. Aim directly at your enemies to maximize damage.
- As a Soldier, the Buff Banner's rage meter will reset if you die. Don't be afraid to use it for yourself to make a push or escape!
- As a Soldier, the Buff Banner, once charged and then activated, provides Mini-Crits for you and all teammates nearby.
- As a Soldier, the Equalizer's speed bonus when at low health can also be used to quickly escape.
- As a Soldier, the Equalizer does a lot of damage when you are at very low health.
- As a Soldier, Medics cannot heal you or activate ÜberCharge on you if you have the Equalizer out.
Pyro
- As a Pyro, your Flamethrower does more damage the closer you are to the enemy.
- As a Pyro, ambush enemies to catch them in the short range of your Flamethrower. Use corners to your advantage.
- As a Pyro, your Flamethrower chews up a lot of ammo. Pick up fallen weapons to refill your supply.
- As a Pyro, switch to your Shotgun if enemies retreat beyond the short range of your Flamethrower.
- As a Pyro, you can often set enemies on fire and retreat, leaving them to die from the burning.
- Hit E to call for a Medic if you get hurt. Nearby Medics will be notified of your need.
- As a Pyro, your flame thrower can ignite enemy Spies disguised as your team. Spy check teammates that act suspicious!
- As a Pyro, utilize the bonus damage on the Axtinguisher by igniting your foes.
- As a Pyro, help protect an Engineer's Sentry Guns by pushing away sticky bombs and checking for Spies.
- As a Pyro, you can neutralize an ÜberCharge by pushing the Medic or his heal target out of range of each other using the Flame Thrower's compression blast with MOUSE2!
- As a Pyro, push enemies out of your way using the flame thrower's compression blast with MOUSE2.
- As a Pyro, the flame thrower's compression blast MOUSE2 can extinguish burning teammates.
- As a Pyro, you do not ignite from fire. Use your Shotgun or Fire Axe against enemy Pyros to counter this.
- As a Pyro, the Backburner is more useful for ambushing the enemy as it gets bonus damage when attacking from behind!
- As a Pyro, the Flare Gun can do Mini-Crits if fired at enemies who are already burning if hit at medium to long range. (Incorrect, it does Crits)
- As a Pyro, your flame thrower or Flare Gun will not work underwater.
- As a Pyro, hit MOUSE2 with your default flame thrower to let out a blast of compressed air. Use it to reflect incoming projectiles, put out burning teammates, and push enemies back!
- As a Pyro, use your flame thrower on friendly Snipers to light their Huntsman arrows on fire. Flaming arrows can ignite the enemy.
- As a Pyro, use MOUSE2 to reflect projectiles back at the enemy team! This includes rockets, grenades, Jarate, and more!
- As a Pyro, remember, the flame thrower's compression blast MOUSE2 can use up a lot of ammo. Use it when you need to!
- As a Pyro, utilize the flame thrower's compression blast MOUSE2 to push sticky bombs out of the way. Help out your Engineers or clear a Control Point!
Demoman
- As a Demoman, hit MOUSE1 to fire sticky bombs and then use MOUSE2 to detonate them later.
- As a Demoman, the longer you hold down the fire button, the farther the shot will go.
- As a Demoman, set off sticky bombs beneath your feet to pipe bomb jump up to great heights.
- As a Demoman, shoot sticky bombs onto walls and ceilings where they're hard to spot.
- As a Demoman, detonate sticky bombs at any time regardless of which weapon you're currently using.
- As a Demoman, crouch in the air when jumping for a sticky bomb jump to achieve maximum height.
- As a Demoman, sticky bomb jump at an angle to propel yourself in a certain direction rather than just up.
- As a Demoman, use your Grenade Launcher for direct combat. Grenades detonate upon impact with an enemy unless they touch the ground first.
- As a Demoman, your Bottle does the same amount of damage whether it is smashed open or not.
- Sticky bombs can be destroyed by shooting at them with any weapon that uses bullets. Explosions won't destroy them, but will knock them out of the way.
- As a Demoman, the Scottish Resistance is great for defense. Place multiple sticky bomb groups to defend a lot of territory. Your sticky bombs also destroy enemy sticky bombs!
- As a Demoman with the Scottish Resistance, keep a line of sight to your sticky bombs so you can detonate them when needed.
- As a Demoman, the Chargin' Targe's explosive and fire damage resistance in addition to its charge ability compliment the Eyelander's lower max health and inability to cause random Critical hits.
- As a Demoman, the Chargin' Targe's charge ability doesn't grant a Critical hit until near the end of the charge. Your weapon will glow when the time is right!
- As a Demoman with the Chargin' Targe, you can't change direction during a charge. Try to line charges up with where an enemy will be rather than where an enemy is.
- As a Demoman, the Chargin' Targe's charge ability is also perfect for quick getaways!
- As a Demoman, your Bottle has no negative attributes compared to the minus 25 health on the Eyelander. Use your Bottle if survival is a priority.
- As a Demoman, collect heads by killing enemies with the Eyelander. Each head increases your maximum health as well as gives you a speed boost!
Heavy
- As a Heavy, hold MOUSE2 to keep your Minigun spinning, ready for approaching enemies.
- As a Heavy, you're a great Medic buddy. Keep a clear line of sight to your Medic to keep the Medigun on you.
- Hit E to call for a Medic if you get hurt. Nearby Medics will be notified of your need.
- As a Heavy, your Minigun chews up a lot of ammo. Pick up fallen weapons to refill your supply.
- As a Heavy, your Sandvich can be a life saver. Try to find a safe place before eating your Sandvich or you may be rudely interrupted.
- As a Heavy, you have the most health on your team.
- As a Heavy, you don't lose momentum while spinning up your Minigun in the air. Use this to surprise enemies around corners.
- As a Heavy, use your Sandvich to heal up! Use MOUSE2 to throw it on the ground for friendly players to pick up as health. Don't worry, it comes with a plate to keep it clean.
- As a Heavy, your Fists swing 20% faster than the Killing Gloves of Boxing. Equip them with the Sandvich to quickly dispatch lunchtime attackers.
- As a Heavy, the Sandvich can be dropped by hitting MOUSE2. A dropped Sandvich can heal a teammate 50% of their maximum health.
- As a Heavy, be sure to get another Sandvich if you drop yours. Sandviches can be replenished from health kits, but only if your current health is full.
- As a Heavy, your Minigun's spin-up can waste the Killing Gloves of Boxing's 5-second critical buff. Carry your Shotgun with the K.G.B. to maximize the critical boost!
- As a Heavy, the Sandvich can be dropped by hitting MOUSE2 and can extinguish burning teammates. Use this to save your Medic.
Engineer
- As an Engineer, use the build tool to place Sentry Guns, Dispensers, and Teleporters.
- As an Engineer, you need metal to build, repair, and upgrade your buildings. Collect fallen weapons to get more metal.
- As an Engineer, hit your Sentry Gun with your Wrench to upgrade it with metal. Each level adds more health and firepower.
- As an Engineer, build Dispensers to provide your teammates with health and ammo. They also generate metal for you to use.
- As an Engineer, build Teleporters to help your team reach the front line faster.
- As an Engineer, keep an eye out for enemy Spies attaching Sappers to your buildings. Use your Wrench to remove Sappers.
- As an Engineer, help your fellow Engineers! Your Wrench can upgrade or repair their buildings.
- As an Engineer, hit your buildings with your Wrench while they are constructing to make them build faster.
- As an Engineer, it can be useful to move your buildings forward with your team.
- As an Engineer, remember to upgrade your buildings. Level 3 Teleporters recharge much faster allowing your team to keep the pressure on.
- As an Engineer, hit either the entrance or the exit of your Teleporter with your Wrench to repair and upgrade both sides.
- As an Engineer, hit MOUSE2 to rotate building blueprints before you hit MOUSE1 to build. Use this to face Teleporters away from walls.
- As an Engineer, you can do more than just maintain your buildings. Use your Shotgun and your Pistol to assist in fights and to defend.
- As an Engineer, Sentry Guns aren't restricted to just defensive measures. Deploy them quickly in hidden locations to aid in an offensive push.
- As an Engineer, remember that disguised Spies can take your Teleporter. Try not to stand on top of your Teleporter exit.
- As an Engineer, check for Spies with your weapons if someone suspicious approaches.
- As an Engineer, use your Shotgun and Pistol to destroy enemy sticky bombs placed near your buildings.
Medic
- As a Medic, use your Medigun to heal teammates, and buff them up to 150% of their normal health.
- As a Medic, fill your ÜberCharge by healing teammates. Then hit MOUSE2 to go invulnerable.
- As a Medic, your ÜberCharge makes both you and your Medigun target invulnerable for a short time.
- As a Medic, you fill your ÜberCharge faster by healing teammates who are more hurt.
- As a Medic, keep alert for teammates calling for your help. Use the Medic arrows onscreen to find them.
- As a Medic, you build ÜberCharge at the maximum rate during setup time.
- As a Medic, you cannot capture a Control Point while invulnerable.
- As a Medic, heal Soldiers and Demomen at the beginning of rounds so they can use the extra health to rocket or sticky jump across the map.
- As a Medic, you can ÜberCharge without a heal target to save yourself in dire situations.
- As a Medic, it's better to use an ÜberCharge too early than lose it by being killed.
- As a Medic, mess with the enemy by using the "ÜberCharge ready!" voice command to pretend you have an ÜberCharge prepared.
- As a Medic, you can keep multiple targets overhealed allowing them to absorb more damage.
- As a Medic, your Bonesaw swings 20% faster than the Übersaw. Use the Bonesaw in defensive situations where ÜberCharge isn't as important.
- As a Medic, remember that syringes travel in arcs. Aim higher than your intended target to land successful hits.
- As a Medic, remember that Critical hits have no effect on Sentry Guns. Use the Kritzkrieg in areas full of players instead.
- As a Medic, the Übersaw will still gain you ÜberCharge if the enemy being hit is a Scout phasing with Bonk! Atomic Punch.
- As a Medic, using ÜberCharge to be invulnerable to damage does not mean you are free from harm. Watch out for Pyro air blasts and explosive knock back.
- As a Medic, when attacking with an ÜberCharge try to get as close to Sentry Guns as possible so your teammates can get close enough to destroy them.
- As a Medic, your default Syringe Gun automatically heals you over time by 3 health per second compared to the Blutsauger's 1 health per second.
- As a Medic, the Übersaw will not gain you ÜberCharge if the enemy being hit is a disguised Spy.
- As a Medic, the Kritzkrieg's taunt heals 10 health. Use it when there are no health kits or other Medics nearby.
- As a Medic, pay attention to other Medics on your team. Keeping multiple Medics alive will help keep the rest of the team alive too.
Sniper
- As a Sniper, the longer you spend zoomed in the scope, the more damage the shot will do.
- As a Sniper, aim for the head to do critical damage.
- As a Sniper, zoom with the Sniper Rifle by hitting MOUSE2.
- As a Sniper, use your secondary Submachine Gun to deal with nearby enemies.
- As a Sniper, a fully charged Sniper Rifle head shot can kill most classes instantly.
- As a Sniper, use your secondary Submachine Gun to deal with nearby enemies.
- As a Sniper, your shot will miss if the Huntsman is pulled back longer than 5 seconds. Reset it by hitting MOUSE2.
- As a Sniper, Jarate can reveal hidden Spies. Be wary, as Spies using the Dead Ringer won't be visible if they Cloak after being soaked.
- As a Sniper, the Razorback breaks after being stabbed. Grab a new one from a resupply locker.
- As a Sniper, Your Razorback emits a loud electric sound when a Spy attempts to backstab you. Listen for it!
- As a Sniper, use Jarate to douse flames on yourself and on teammates.
- As a Sniper, all hits on enemies who have been doused with Jarate are minicrits.
- As a Sniper, the Tribalman's Shiv causes a bleed on hit. This can be useful for tracking down Spies.
Spy
- As a Spy, use your Knife to backstab enemies from behind, killing them instantly.
- As a Spy, disguise yourself as an enemy with your Disguise Kit. Beware, attacking will remove your disguise.
- As a Spy, hit MOUSE2 to Cloak and become fully invisible for a short period of time.
- As a Spy, use your Cloak to get behind enemy lines, and your disguise to move around amongst them.
- As a Spy, try to act like an enemy while disguised. Observe where enemy team members are, and disguise as one of them.
- As a Spy, place your Electro Sappers on enemy Sentry Guns to destroy them. Disguises aren't lost when placing Sappers.
- As a Spy, your electro Sappers disable Sentry Guns before destroying them. Sap a Sentry Gun before attacking the Engineer.
- As a Spy, call for enemy Medics by hitting E while disguised.
- As a Spy, be careful when using voice commands while disguised. The enemy team will see them said in the text chat by whoever you're disguised as.
- As a Spy, the Ambassador does not do critical headshots when cooling down. Make each shot precise and timed to maximize damage.
- As a Spy, try not to be hit by flames when arming the Dead Ringer, or else the flames may hit you again and reveal your location.
- As a Spy while cloaked with the Dead Ringer, your silhouette won't appear when colliding with enemies.
- As a Spy, the Cloak and Dagger can regenerate Cloak while moving around so long as you are uncloaked when doing so.
- As a Spy, pick up ammo and fallen weapons to recharge Cloak when using your invis watch or the Dead Ringer.
- As a Spy, the Cloak and Dagger will only drain if you are moving. Stand still or uncloak to regain lost charge.
- As a Spy, your silhouette can be seen if you move around while cloaked with the Cloak and Dagger for too long. Find a safe spot to sit and recharge.
- As a Spy, the Dead Ringer makes a very loud noise when uncloaking. Find a safe place away from enemies to uncloak.
- As a Spy, disguise as your own team by hitting the - key. Use this in friendly areas or with the Dead Ringer to hide your presence from the enemy.
- As a Spy, hit B while already disguised to change what weapon your disguise is holding.
- As a Spy, hit B to automatically disguise as the last disguise you previously had.
- As a Spy, you can take enemy Teleporters while disguised. Surprise!
- As a Spy, bumping into enemies while cloaked makes you slightly visible to everyone.
- As a Spy, if you're set on fire while cloaked, the enemy can see you and you cannot recloak!
- As a Spy, use your Revolver to pick off targets that are low on health, or to deal with classes that are dangerous to get near, such as Pyros.
- As a Spy, if you are quick, you can stab an Engineer and then sap his gun before it turns around and shoots you.
- As a Spy, The Dead Ringer makes you take significantly less damage from all attacks while you are invisible.
- As a Spy, avoid taking fall damage; it will give away your location!
- As a Spy, your Sappers sap both ends of a Teleporter. Try sapping the end the Engineer isn't at.
- As a Spy, your Dead Ringer can fake a death. Try to use it when you're weak, or else it will be wasted or too obvious.
- As a Spy, reloading your Revolver will mimic the reload action of your current disguise.
- As a Spy, use the Dead Ringer after being burned to extinguish the flames.
Arena
- Keep an eye on the player count at the top of the screen to tell when your team has an advantage.
- With no health kits in the level, Medics are very valuable in Arena, protect them at all costs.
- The capture point in the middle of the map will be active after 60 seconds.
- You don’t respawn in Arena, so don’t die!
- No single class is most important in Arena, focus on countering the other team's entire composition.
- You can change your class at the start of an Arena match before the gates open.
- As an Engineer, make sure you’re building Dispensers to heal your teammates.
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